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View Full Version : Contest D&D 5e Subclass Contest II: It Came From Beyond!



MoleMage
2018-07-02, 04:40 PM
We had twelve submissions for our first contest, so let's keep that momentum going with contest 2!


The class must fit the theme of the contest. For the first contest, the theme is beyond (including space, the outer realms, extraplanar, or however you interpret it). Beyond that, your imagination is the limit. Want to make an outer realms aligned barbarian who grows tentacles when he rages? A roguish investigator who dug too deep into eldritch lore? A sorcerer with the blood of aliens flowing through his veins? A cleric who worships UFOs? Do it!
Your class must be posted in this thread. If you wish, you can use external formatting, such as Google Docs or Homebrewery, though I recommend sharing it as a PDF to ensure that it works on most computers.
You may only create one subclass, which must follow the normal progression for the class it belongs to. Please specify what class it is for. You can use any base class published in official material (including the Unearthed Arcana posts), or any existing homebrew class (don't make a whole base class just for your submission). If you are going to use a homebrew base class, make sure you get permission from its original creator and post a link so we know where to find it! Failure to get permission will be grounds for disqualification.
Until the contest is finished, do not post your subclass anywhere else. If you are found to have done so, that subclass will be disqualified (though you will be allowed to post a new one if you wish, within reason).
Your subclass must be complete by 11:59 PM Central Standard Time on Sunday July 29. After that, I will put up a voting thread. Any submissions or edits after that point will be considered invalid.
Have fun, be respectful.


Chat Thread (http://www.giantitp.com/forums/showthread.php?559110-D-amp-D-5e-Subclass-Contest-Chat-Thread&p=23081649#post23081649)
Voting thread to be posted July 30.

Blackbando
2018-07-02, 11:44 PM
Alrighty, let's kick this off with a warlock subclass; The Void patron! (https://www.gmbinder.com/share/-LGSN5LulMsLQR--s9ld)

I wanted to try and encapsulate the feel of a warlock who warps around through space through manipulation of space and light, and took some inspiration from Kassadin, from League of Legends.

Ninja_Prawn
2018-07-04, 02:30 PM
Sorcerous Origin: Mirrorkin
One of your ancestors came from beyond the looking glass; a strange world where everything is a twisted reflection of the true reality. As such, you have inherited amazing powers of mimicry and illusion that allow you to copy other people's abilities. To fight against you is almost akin to fighting one's own mirror image, something few warriors would relish.

Mimic Trait
When you choose this origin at 1st level, you gain an uncanny ability to mimic other people. As an action, you can choose a humanoid you can see within 60 feet and gain one item of your choice that they possess from the following list (even if they only possess it temporarily):
One special sense, such as darkvision or tremorsense.
One movement speed, such as a swim or climb speed.
One skill, tool or instrument proficiency.
One damage resistance.
Their accent, verbal ticks and mannerisms.You can keep this trait as long as you are within 60 feet of the target, or until you use this ability again.

Reflect Magic
At 6th level, you can turn your skin into a shimmering mirror that reflects magic. Whenever you succeed on a saving throw against a spell or cantrip, you can use a reaction and spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips) to reflect the spell's energy back against its caster. When you do this, the caster must make the relevant saving throw against their own spell save DC, exactly as if they had been the original target or within the area of the spell.

Copycat
By 14th level, you have developed your mimicry to the point where you can mirror the unique and powerful abilities of those around you. As an action on your turn, you can perform any action that has been performed by a humanoid (other than yourself) you can see within 60 feet within the last minute. Any prerequisites that would normally be required for the action (such as brandishing of holy symbols, spending of ki points or consumption of items) are waived when you use this feature, unless it is a spell, in which case you must still expend the relevant spell slot. If the ability forces targets to make a saving throw, you can use your Sorcerer spell save DC.
Once you have used this ability, you must complete a long rest before you can use it again.

Perfect Duplicate
At 18th level, you can duplicate yourself and others with ease. You learn the spells disguise self and mirror image if you do not know them already, and you can cast them at-will without expending a spell slot.


Lesser Mirror Image
1st-level illusion

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

One illusory duplicate of yourself appear in your space. Until the spell ends, the duplicate moves with you and mimics your actions, shifting position so it is impossible to track which is the image and which is the real you. You can use your action to dismiss the illusory duplicate.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets your duplicate. On a result of 11 or higher, you can force the attack to target the duplicate.
The duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits the duplicate, the duplicate is destroyed and the spell ends. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight such as blindsight, or if it can perceive illusions as false, as with truesight.

Changleog: 05/07/2018: Reflect Magic cost scales with spell level, Copycat requires spell slots to be expended.

gloryblaze
2018-07-05, 01:54 AM
Monastic Tradition: Way of the Tempest
~
Monks of the Way of the Tempest follow a tradition passed down from beyond the material plane, rather originating in the monasteries of the aarakocra followers of the Wind Dukes of Aaqa. The techniques and methods taught and used by practitioners of the Way of the Tempest have a long history of use defending the Plane of Air from incursions by creatures of Evil Earth, such as Ogrémochs gargoyles, and other malign creatures, including the mighty demon Miska the Wolf-Spider. Tempest monks are masters of spears and javelins, and the Way of the Tempest teaches its practitioners to strike first, strike hard, and then strike again, in as rapid succession as possible.
~

Gale Wings:
Starting when you choose this tradition at 3rd level, you have mastered the art of striking first in combat. You add twice your proficiency bonus to initiative rolls. Additionally, when you roll initiative, you can spend 1 ki point to double your speed during your first turn.

Skystepper:
At 6th level, you gain the ability to take flight, just as a creature of elemental air would. You can use a bonus action on your turn to gain a fly speed equal to your walking speed for 10 minutes. If you already have a fly speed, it is instead increased by an amount equal to your walking speed for 10 minutes. You must finish a long rest before you use this feature again.

Brave Bird:
By 11th level, you have learned a powerful technique that allows you to channel your ki to convert momentum into deadly force. Once per turn when you hit a creature with a melee weapon attack that deals piercing damage, you can use a bonus action to spend 2 ki points to deal an additional 1d6 piercing damage for every 10 feet you moved in a straight line towards the target this turn before attacking, to a maximum of 10d6. If you were flying or falling towards your opponent, roll d8s for this additional damage instead of d6s. You take damage equal to half of this additional damage yourself due to recoil. This recoil damage cannot be reduced or prevented in any way.

Galeforce:
At 17th level, you can move faster than hurricane-force wind in short bursts. Once per round, if you reduce a hostile creature to 0 hit points on your turn, you can spend 4 ki points to immediately take another turn.

Ivellius
2018-07-05, 09:53 AM
I told myself I'd do a class that wasn't covered in the previous contest, so I wanted to get this in before anyone else did it.

Paladin Oath - Oath of the Searing Stars

At the edges of the planes, other realities begin to seep into this one. Many of the distant stars viewed by mortals are holes into the fabric of the universe, portals through which the influence of the Beyond seeps and soaks. Some paladins find themselves drawn to their unnatural radiance, swearing an oath to spread the Beyond’s influence in their mortal sphere. These alienists take a far-reaching view to the world, generally seeing it as corruptible, temporary, and cosmically insignificant in light of the greater truth they serve.

Tenets of the Searing Stars:
Unnatural: The Beyond is not like this universe. I must rise above this world’s feeble power.
Expansive: The Beyond is far grander than this realm. I am a part of something greater than this world.
Inevitable: This domain will succumb to the Beyond. I have all the time in the world.

Oath Spells: You gain access to the following spells at the paladin levels listed.
3rd – armor of Agathys, arms of Hadar
5th – blindness / deafness, crown of madness
9th – hunger of Hadar, vampiric touch
13th – Evard’s black tentacles, phantasmal killer
17th – Bigby’s hand, contact other plane

Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Weapon of the Beyond: As an action, for 1 minute, you empower your weapon with unnatural energy, causing it to disrupt both the body and mind of your foes. You add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1). The weapon’s base damage type changes to necrotic, and, if you choose, any instance of radiant damage you deal through the weapon during this duration (such as through your Divine Smite feature) can become psychic damage instead. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Simple: As an action, you present your holy symbol and rebuke those creatures that make up non-civilized life. Each beast or plant that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action instead.

Alienist’s Aura: Beginning at 7th level, your unnatural presence obscures the thoughts of you and nearby allies. You and friendly creatures within 10 feet have resistance to psychic damage and are immune to effects that would read your minds. If a creature does attempt to do so, such as with a detect thoughts spell, it suffers mental feedback, taking psychic damage equal to your paladin level. At 18th level, the range of this aura increases to 30 feet. This feature fails to function if you are incapacitated.

Touched by the Searing Stars: Beginning at 15th level, you gain one of the following benefits as the influence of the Beyond twists your physical form.

Clutching Tentacles: You grow two tentacles from your back that hunger to restrain mortal life. You can use these tentacles to initiate a grapple as a bonus action, holding the creature between these tentacles. You also gain a climbing speed equal to your current walking speed if these tentacles are unoccupied.
Fearful Visage: Your countenance shifts into a horrid approximation of mortal mien. As an action, you can choose a creature that can see and hear you within 60 feet. The creature must make an Intelligence saving throw against your paladin spell save DC or be frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns to end this effect. On a success, the creature is immune to this feature for 24 hours.
Oozing Form: You become only semisolid, gaining the ability to avoid damage and seep through small cracks and other openings. When struck by a weapon attack, you can use your reaction to halve the damage received. Additionally, you can use your action to destabilize your form into a liquid form, letting you pass through an opening or crack that is permeable and treating other liquids as solid surfaces. If you do not restabilize yourself on your turn (no action required), you suffer your character level in necrotic damage at the end of your turn. This damage cannot be avoided in any way.
Once you choose one of these effects, you gain its benefits until you choose another effect after you finish a long rest.

Portal to the Beyond: At 20th level, you use yourself as a conduit to the Beyond, opening your mortal shell to its full power. As an action, you undergo a horrific transformation. For 1 minute, you gain the following benefits:

Your creature type changes to aberration.
Whenever an enemy creature starts its turn within 5 feet of you, that creature takes 10 psychic damage.
You gain all of the effects of your Touched by the Searing Stars feature at once.
Once you use this feature, you can't use it again until you finish a long rest.

Thanatos 51-50
2018-07-05, 10:18 AM
Barbarian Subclass
Path of the Center

The world respects strength. It respects power. From the smallest child to the wisest man, all all drawn to that which is large, that which is massive. It pulls everything into its orbit. And so shall you.
The Path of the Center was first founded by remote tribes near the equator, while they were once mighty, with tall towers and grand technology and industry, they fell from Grace, building too tall, too fast to reach the stars above us. Their scholars told of the most powerful force in the galaxy -- great, wide holes of blackness, which greedily consumed all around it, from which not even light could escape. It was their sincere and deep reverence and fear of these monsters on the far reaches of perception which survived the fall of their great civilization.

If a Path of the Center ability requires a saving throw, it is made against a DC of 8 + Your Proficiency Bonus + Your Constitution modifier.

Personal Gravity
At Third level, your Rage becomes so true and so deep that it distorts the very air around you. Once per turn while raging, as a bonus action, you may choose a creature within a distance equal to your walking speed and pull them adjacent to you. If the creature is unwilling, it can make a Strength saving throw to resist the effect. If they succeed, they may instead choose to either be knocked prone or pulled five feet towards you.

Gift of the Center
Beginning at sixth level, you lend a power and mass to your swings which is undeniable. All melee weapon attacks you make with a non-Finesse add 1d6 force damage.This bonus increases to 1d8 at Sixteenth level.

Weight of Worlds
At tenth level, you learn to pull all the mass you've ever held back into your body, immediately becoming the densest thing around for a fraction of a second. When taking falling damage, you may spend a Reaction and expend a single use of Rage to ignore up to five times your Barbarian level in falling damage and deal it to whatever you landed on, be it an enemy, a structure, or the mantle of the earth, itself.

Event Horizon
Your gravity becomes so undeniable that it's nigh-impossible to run from your wrath. While you're raging, enemies cannot willingly move away from you unless they succeed in a Strength saving throw. Even those that succeed on the saving through find their speed halved.
Additionally, as a reaction, whenever a ranged attack targets someone other than you within 30 feet of you, you may spend the reaction to have it target you, instead, and the attacker suffers Disadvantage on the attack roll.

Jormengand
2018-07-06, 07:18 AM
Variant Multiclass: Warlock
"Gods and devils play a great game without realising they are just pieces in the outsiders' own game."

The warlock variant multiclass is an archetype that can be used for most classes other than warlock. In particular, the rules here can be used to variant multiclass with warlock with no alteration if you are a barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer or wizard. Rather than actually taking multiclass levels in warlock, it replaces - or, rather, is - your primal path, bard college, divine domain, druidic circle, martial archetype, monastic tradition, sacred oath, ranger archetype, rogue archetype, sorcerous origin or arcane tradition. The restrictions are as follows:

- You cannot become a variant multiclass warlock if you have any warlock levels.
- You cannot take warlock levels if you are already a variant multiclass warlock.
- You cannot be a variant multiclass warlock in two separate classes.

Essentially, you can only multiclass as a warlock once, irrespective of the type of multiclassing or order of operations. In general, it's probably inadvisable to mix standard and variant multiclassing.

All classes get similar benefits from becoming a variant multiclass warlock - it's for the player to decide, as with regular multiclassing, whether or not a particular combination is worth it - but there are slight differences in who gets what, and they get them at different times in accordance with the usual timings for their abilities.

The following variant multiclass warlock abilities are gained by the various classes at the given levels:




Brb
Brd
Clr
Drd
Fgt
Mnk
Pal
Rgr
Rog
Sor
Wiz


Elder Magic
-
-
1
-
-
-
3
-
-
-
-


Pact Magic
3
3
1
2
3
3
3
3
3
1
2


Channel Divinity: Otherworlder's Gift
-
-
2
-
-
-
3
-
-
-
-


Invocation (1)
6
6
6
6
7
6
7
7
9
6
6


Pact Boon
6

6
6

6

7

6

7
7

9

6

6



Invocation (2)
10
14
8

10

10

11
15
11
13
14

10



Invocation (3)
14
14
17
14
15

17
15

15
17
18
14


Invocation (4)
14
-
17

14

18

17
20
15
17
18

14



Invocation (5)

-

-

-

-

18

-

-

-

-

-

-



Eldritch Master
-
-
-
-
-
-
20
-
-
-
-



Elder Magic

If you are a cleric, or paladin, the following spells are treated as domain or oath spells for you, gained at the normal levels you gain spells of that level:



Spell level
Spells


1st
Armour of Agathys, Arms of Hadar


2nd
Crown of Madness, Darkness


3rd
Fear, Hunger of Hadar


4th
Blight, Hallucinatory Terrain


5th
Contact Other Plane, Dream



Pact Magic
You gain a very limited ability to cast pact magic. The following table details how many spells you know from the warlock spell list, how many spell slots you have, and the level of all of those spell slots:



Level
Spells Known
Spell Slots
Slot Level


1st
1
1*
1st


3rd
2
1
1st


5th
3
1
1st


6th
3
2
1st


7th
4
2
2nd


9th
5
2
2nd


12th
6
2
2nd


13th
6
2
3rd


15th
7
2
3rd


17th
7
3
3rd


18th
8
3
3rd


19th
8
3
4th



*At first- and second-level, you regain your spell slot on the completion of a long rest. On all other levels, you regain all expended spell slots on completion of a short or long rest.

As well as the spells on the table, you learn the cantrip Eldritch Blast.

You can use the same spellcasting focus that you normally use as a focus for your primary class's spells, and the same ability score as your primary casting ability. If you do not have one, choose any primary casting ability out of intelligence wisdom and charisma. For your focus, use the following:

Barbarian: Any melee weapon.
Fighter: Any martial weapon.
Monk: Any monk weapon.
Rogue: Any ranged or finesse weapon that you're proficient with.

Channel Divinity: Otherworlder's Boon
By channelling divinity as an action, you can grant the "Gift" of insanity to a creature within 60 feet that you can see. That creature must take a wisdom save (DC = 8 + your primary spellcasting ability modifier + your proficiency bonus). If it fails, it rolls on the failure table below. If it succeeds, conversely, it rolls on the success table below. Whether it succeeds or fails the initial saving throw, it takes another wisdom save at the start of each of its turns after the first that it is affected to end the effect.

Failure


1d6
Effect


1
Phobia: Creature is frightened of a random prominent object it can see, and flees from the source of its fear and objects of the same general type.


2
Mania: Creature is obsessed with a random prominent object it can see, meaning that it cannot willingly move further away from the object and gains disadvantage on ability checks and attack rolls while the source of its obsession is not within line of sight. It attempts to acquire the source of its obsession and objects of the same general type.


3
Delirium: Creature can't concentrate or take actions.


4
Narcolepsy: Creature falls asleep immediately and, if woken up, at the end of each of its turns.


5
Delusion: Creature can't tell friends from enemies and attacks creatures at random.


6
Sensory Overload: Creature suffers effective blindness, deafness and anosmia (lack of sense of smell) as its senses are overloaded by hallucinatory inputs.



Success:


1d6
Effect


1
Paranoia: Creature must take first opportunity attack it gets, even against an ally.


2
Selective Mutism: Creature cannot speak except for verbal components of spells.


3
Aversion: Creature becomes averse to a random prominent object it can see. It cannot willingly move more than 5 feet towards the object of its aversion each turn


4
Compulsion: Creature becomes compelled by a random prominent object it can see. It cannot willingly move more than 5 feet away from the object of its compulsion each turn.


5
Hallucination: Creature sees and hears some things which aren't there, though knowledge of its real situation may make it obvious what is real and what is hallucinatory.


6
Fugue: Creature can only move or take actions on its turn, not both.



If you are a paladin, you also have the ability to channel divinity as a bonus action to take on a horrific form emblematic of the creatures beyond the veil, which lasts for one minute. This form gives you certain benefits as follows:

Your type changes to aberration.
Your armour class increases by 1 (natural armour bonus)
You gain one tentacle for every 3 levels you have. Each one has a reach equal to your natural reach plus 5 feet. When you take the attack action, you can also attack with each tentacle as part of the attack. You can also use a tentacle to make an opportunity attack. Each tentacle deals 1d8 points of damage. The attack roll with a tentacle is strength-based but you don't add your strength modifier to the damage. Your tentacles have enough flexibility to hold objects but not to operate most objects.
You have advantage on intimidation checks and any strength or dexterity check where having additional limbs would assist you.

Invocations
You learn a limited number of invocations, as detailed in the warlock invocation list. Read any level minimum as 3 levels higher and "Charisma" as "Spellcasting ability" in each case. For example, read "Prerequisite: 12th level, Pact of the Blade feature. When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1)." as "Prerequisite: 15th level, Pact of the Blade feature. When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1)."

Pact Boon
Your otherworldly patron grants you a pact boon from the pact boon list.

Eldritch Master
You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Fire Tarrasque
2018-07-06, 01:50 PM
I make good decisions.
So, i'm going to make the most beautiful subclass ever:
A xenomorph barbarian.

Barbarian Subclass:
Path of the Alien

Warping Rage:

Starting when you choose this path at 3rd level, when you rage, you may choose to physically warp your body into a mimickry of the Xenomorph, gaining pieces of chitinous hide, spines, and enlarged teeth. You gain an unarmed attack as a Monk, but dealing either piercing or slashing damage as opposed to bludgeoning. This rage ends with no consequences, but the DM should have passerby or other NPCS respond with appropriate shock and horror.

Quadrupedal menace:

Starting at 6th level, while you are in a Warping Rage, you may take the Dash action as a bonus action.

Terrifying Tail:
At 10th level, your unarmed attacks while in a warping rage gain 5ft further reach. You also gain a tail while in your warping rage.

Punishing Pounce:
At 14th level, when and enemy provokes an attack of opportunity, your multi-attack ability applies, and you do not have to only make a single attack against your target.


Well. Yeah. This thing is probably horribly unbalanced.
WORLD STAR.

BerzerkerUnit
2018-07-06, 08:29 PM
Here's the Voidtouched Sorcerous Origin (https://drive.google.com/file/d/1ZkzLeiAP2UGSEA4DeyQMQjP2atcLdH7R/view?usp=sharing)!

It's available on the DM's Guild (http://www.dmsguild.com/product/237881/Sorcerous-Origin-Voidtouched) if you want to support the author!

sengmeng
2018-07-09, 07:25 AM
Xenomancer
Wizard arcane tradition

The School of Xenomancy was founded by a travelling adventurer wizard who found a commonality between the anatomies and innate magic of some of the strangest creatures he fought, most notably illithids and aboleths. He studied their connection to the Far Realms and the physical structures within their alien brains that permitted them to use the strange magic called "psionics." Xenomancers don't memorize spells as a normal wizard; they memorize transmutation effects and use them to alter their own brains to be more similar to the aberrations they seek to emulate.

Psionics
At second level, a Xenomancer's spells gain the Psionics tag and do not require components any more; his magic is now a part of him, intrinsic to his increasingly strange nature. However, his magic can become more obvious to detect by mundane means. Spells which had verbal components now make noise, and spells which had somatic components now create a flash of light. Perception checks to notice a Xenomancer casting spells which had either component gain advantage for the appropriate sense(s). Material components with a gold cost must still be paid, but XP can be substituted for gold on a one-for-one basis.

Warped Physiology
Xenomancers must alter more than just their brains; supporting an alien brain in one's head necessitates changes in much of the rest of the body as well. For a number of rounds equal to the level of spell cast (or 1 round for cantrips), the strange magic of the Xenomancer causes his creature type to change to aberration and any sneak attacks or critical hits against him have a 50% chance to fail as the targeted organs may not be there.

Body Sculptor
At 6th level, the Xenomancer learns to make minor changes to his body for benefits beyond his magic, including repairing it. When he casts spells, he heals hitpoints equal to the spell's level (cantrips do not heal him). He may also make one of the following changes each time he casts a spell other than a cantrip which lasts for one round per level of the spell.

+10 feet movement speed
Darkvision 60 feet
Gain 10 foot reach with melee attacks and touch spells
Any one of the options available from the alter self spell
Alternatively, each long rest when he chooses spells, he may choose a single one of these options to have function constantly for the entire day. He cannot change this choice until his next long rest, but he can suppress or resume it as a non action.

Power Points
At 10th level, the Xenomancer gains power points equal to double his intelligence bonus. A power point enhances a spell as if it were cast out of a higher slot, and the Xenomancer may enhance a spell with more than one power point, but he may not raise a spell's level higher than the highest level spell he can cast. One power point is regained with a short rest, and all power points are regained with a long rest. Power points can also be spent to pay for material components instead of gold. Each power point pays for 50 gp worth of component cost. Up to all remaining power points may be spent at a time as needed as a non-action as part of spellcasting, whether to raise the level or pay component costs. Any virtual gold left over may be applied to other spells, but all remaining virtual gold is lost when the Xenomancer prepares spells again. This virtual gold can not be used for any other function except paying for component costs. A mix of XP real gold, and virtual gold can be used to pay component costs.

Transhumanoid
At 14th level, a Xenomancer is no longer truly his original race. He counts as an aberration any time that would benefit him and has advantage on all saving throws versus mind-affecting effects and spells. His spells have a 50% chance to function under any effect which blocks magic, including being counterspelled. Finally, he can sacrifice a power point or 1st level spell to not need to eat or drink that day. Xenomancers of this level are sometimes called "Elans." He gains another power point per day at 14th through 20th level.

WarrentheHero
2018-07-16, 09:43 PM
Alright I've got one:
The Druid Circle of the Far Stars : https://www.gmbinder.com/share/-LH_y5zojg3hzC-2W35w

I'm a little worried it's too strong in the lategame, but honestly any druid compared to Circle of the Moon is going to come out underneath, so at least there's that. You can't out-overpower infinite HP!

MoleMage
2018-07-27, 07:19 AM
Divine Domain: the Silence Domain
In the space between the stars, there is nothing. Not heat, not sound, not life, not even death. Some have suggested that the void between stars is bereft even of divinity, but a select few worshippers know better. The great expanse of nothing is in fact a single entity, made up of all-encompassing absence. Those who dedicate their lives to the Silence domain find themselves uniquely suited to a life of absence, and can enforce a lack onto others through their magics.

Silence Domain Domain Spells


Cleric Level
Spells


1
Inflict Wounds, Unseen Servant


3
Silence, Invisibility


5
Dispel Magic, Blink


7
Banishment, Dimension Door


9
Dream, Commune



Cloak of Silence
Starting when you take this domain at 1st level, you gain proficiency in the Stealth skill. When you make a Stealth check, you never suffer disadvantage from wearing any type of armor. Additionally, when you cast a spell which has a Verbal component, you can ignore that component.

Bonus Cantrip
At 1st level, you learn the ray of frost cantrip. This is a cleric cantrip for you.

Channel Divinity: Dampening Field
Starting at 2nd level, you can use your Channel Divinity to weaken light sources and dampen sounds. As an action, you create an aura with a 30 foot radius that moves with you for one minute. While the aura lasts, light sources within the aura provide light for only half their normal radius and Wisdom(Perception) rolls made to hear sounds originating from within the aura are made with disadvantage. Additionally, all thunder damage dealt to a creature inside the aura (including yourself) is halved. You can see and hear within this radius normally.

Adaptation
At 6th level, the Silence blesses you with protection from its most harmful effects. You gain resistance to cold damage. Additionally, you can use a bonus action to begin holding your breath, provided you are in an environment where you could breathe. Once you begin holding your breath in this way, you continue to hold your breath with no ill effects until you lose concentration on this effect (as if concentrating on a spell). When the effect ends, you begin suffering consequences for lack of air as if you had just entered the airless environment.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Void Mantle
At 17th level, you have let the Silence into your very soul. You add mind blank to the list of cleric spells. Additionally, you can now add your Wisdom bonus to Stealth checks, and may treat and Stealth check where you roll lower than a 10 as if you had rolled a 10.

Walk in Silence
Also at 17th level, the Silence in your soul prevents others from hearing you unless you wish it. Whenever you make sounds, including speech, you can choose to make that sound inaudible to all other creatures. You may designate any number of creatures to remain unaffected by this ability.

Fnissalot
2018-07-27, 01:42 PM
College of Constellations
The bardic College of Constellations find inspiration and signs of the future in the patterns of the stars. Bards who study the starry sky often find themselves lost in contemplation of what is unspeakable. These weird thoughts and insights become the foundation of your musical expression. Bards of the College of Constellations are often shunned by other Colleges for their bizarre songs, melodies and creations, but their outlandish tunes often outperforms the opposition. While others call this pure madness, the College of Constellations say that they foretold of how to affect the threads of reality to tune the world to their favour.

Astronavigator
At 3rd level, you have learned how to follow the stars. You gain proficiency with Navigator’s Tools. In addition, your proficiency bonus is doubled for any ability check you make that uses Navigator’s Tools as long as you can see the the horizon and at least one celestial body (for example suns, moons, planets or navigational stars).

In the Shadows of the Stars
At 3rd level, when a creature that you can see within 60 feet of you makes a saving throw, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.

Good Omens
Starting at 6th level, you see how the stars align, portraying what can be said of the future. When you finish a long rest, roll all your bardic inspiration die and record the numbers rolled. When a feature gives the option to roll one of your Bardic Inspiration die, you can instead spend the die and use one of the recorded values. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Ward of Elders Yonder
At 14th level, an elder evil far away in space has taken a liking to your contemplation of what lies beyond. When you fail a death saving throw, you are teleported to a distant star. You gain the benefits of a short rest as if you spent 1 hit dice. After 1 minute, you are teleported back to where you were. You then gain one of the following benefits of your choice. The benefit last for 1 hour.

Once used, you can't use this feature again until you finish a long rest.

Prophecy: When using one of the recorded values from your Good Omens feature, roll the Bardic Inspiration dice and add it to the foretold roll in addition to spending it.

Vigil: You can spend a Bardic Inspiration when rolling for initiative, rolling a Bardic Inspiration die and adding the number rolled to the initiative. You add the same number to your AC and your attack rolls and saving throws during the first round of that combat.

Calamity: You can spend a Bardic Inspiration when rolling to dealing damage with a spell. Roll the Bardic Inspiration die. After rolling the damage dice, you can reroll a number of the damage dice equal to the result of the Bardic Inspiration roll.

MoleMage
2018-07-30, 03:36 PM
This contest is now closed. The voting thread can be found here: http://www.giantitp.com/forums/showthread.php?565257-D-amp-D-5e-Subclass-Contest-II-Voting-Thread&p=23261558#post23261558